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Animation Cleanup: En_L* and some En_M* (#1493)
* cleanup L, some M * small fix * typo * brackets * more brackets
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@@ -3526,7 +3526,7 @@ s32 Target_InTargetableScreenRegion(PlayState* play, Actor* actor) {
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* - Must not be blocked by a surface (?)
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*
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* This function also checks for the nearest enemy actor, which allows determining if enemy background music should be
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* played. This actor is stored in `targetContext.bgmEnemy` and its distance is stored in `sBgmEnemyDistSq`
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* played. This actor is stored in `targetCtx.bgmEnemy` and its distance is stored in `sBgmEnemyDistSq`
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*
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* This function is expected to be called with almost every actor category in each cycle. On a new cycle its global
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* variables must be reset by the caller, otherwise the information of the previous cycle will be retained on this one.
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@@ -7484,7 +7484,7 @@ Vec3s Camera_Update(Camera* camera) {
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bgCamIndex = Camera_GetBgCamIndex(camera, &bgId, sp90);
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if ((bgCamIndex != -1) && (camera->bgId == BGCHECK_SCENE)) {
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if (Camera_IsUsingZoraFins(camera) == 0) {
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if (!Camera_IsUsingZoraFins(camera)) {
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camera->nextCamSceneDataId = bgCamIndex | CAM_DATA_IS_BG;
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}
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}
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